I was stuck with my laptop without internet today so I scoured through with framedisplay and wrote down notes for arcF. I actually haven't played her against anyone good yet (kinda hard up in this deserted scene) so some of the move notes won't guarantee you any results, but on the flip side this is looking at all the hitboxes and gamedata for her, and the gamedata doesn't lie, it just depends how much you trust my interpretation i guess. kind of a sloppy way to show info but well something is better than nothing and i'm not gonna just clean these up for you few arcF players ;p
BLOCKSTUN NUMBERS
lv A- 12
lv B- 15
lv C- 18
arcF
-----
5A- 4f start 4f active 5f recov => +3 on block :: will miss crouchers outside of pt_
2A- 4f start 4f active 5f recov => +3 on block :: hitbox extends on 3-12f badly
5B- 6f start 4f active 12f recov => -1 on block :: not good for lows/crouches, good for frametraps
2B- 6f start 4f active 13f recov => -2 on block :: great hitbox all around, can be used as AA for lower angles
5C- 10f start 4f active bad recov :: always cancel to wave
5[C]- 38f start 4f active 24f recov
2C- 7f start 4f active 17f recov => -3 on block :: great far hitbox
3C- best AA normal but not great, good for panic situation and high angle
6C- 26f start :: "-6"
jA- 4f start 4f active :: hitbox is average
jB- 6f start 3f active :: hitbox is better @ horizontal, v. bad for upwards
jC- 6f start 5f active :: hitbox pwns both of the above in all directions
j2B- 8f start, 25f landing recov? :: decent downward hitbox, jC is better but you get movement
j2C- 6f start 2f active :: really good directly below hitbox, your main falling atk
236a-
236b-
236c-
623a- 7f start 4f active :: hitbox goes out like 2c but hittable box is almost as big
623b- 7f start 6f active :: great for AA, but hittable extends for 2f before hit
623c- same as A
6x followup- 15f start 2f active 19f recov => -3 on block :: if cancelled 0-2f after first hit they stay locked in stun, any later is a gap/frametrap
2_2a- 5f start 2f active 1-3f invinc :: 4-8f UBI, hitbox does not hit low
2_2b- 4f start 4f active 1-2f invinc, 7-8f invinc :: hits lower @ start, 3-6f UBI, 2nd hit has huge UBI and great hitbox for AA
2_2c- 4f start 6f active 1-12f invinc :: not hittable til arm extension
214a- 16f start :: hitting box extends as low as skirt, cancel after lv1or2 for frametrap
214b- 13f start :: same as above but can only cancel off lv1 unless done late
teleports- 7f start 20f duration 10f recov
heat- 15f start 6f active 25 recov
note i don't have any notes for her waves (236x series), that's because in framedisplay they are disjointed so it's hard to tell the exact frames at which it starts, ends, recovers, etc. we do know those moves are neutral or better on block though, and after looking in framedisplay, 236a/b have a whopping 12 active frames, so there's potential for massive frame advantage there (probably her best oki is to just meaty 236b or 2a236b). being disjointed also means it'll stay out even if arc changes state (IH, CH, etc). A frame range is obviously the frames from Frame x to Frame y, obviously doesn't mean that "22c has somewhere between one and twelve frames of invincibility" lol
overall it was rewarding for me to look through, some things i never would have thought i found to be true (j.B seems to be inferior to j.C completely, j.2C hitbox is a huge surprise), others have made me doubt the credibility of other things i've read on this character (5b5b is a good frametrap? the gap inbetween there is 7f! arc can teleport out of that ffs) it's usually kind of tedious to look at frame data and hitboxes and that type thing, but think of this as a nice preview....anyway have fun kids